Attributes[]
STR: 105 INT: 10 AGL: 40 WLP: 5 DEX: 30 FTH: 5 REF: 35 FOC: 30 FOR: 150 PSY: 10 PER: 5 LCK: 20
Characteristics[]
- Immense Strength: Because of their large size, Grondun receive a +2 bonus to the rank of any Strength-related roll.
- Instill Fear: Just at their presence, most warriors cower in fear. However, once per combat, the Grondun may roar, which will terrify any opponent who fails a Psyche roll. The most common result of this is either retreating or losing their next turn, depending on what the GM feels is correct in the situation.
- Tough Hide: Any Sharp, Blunt, or Puncture damage done to a Grondun is shifted down by 2 ranks.
- Adrenaline Rush: Grondun receive the positive characteristic Adrenaline rush.
- All Thumbs: Any Agility or Dexterity roll to be made by a Grondun, including combat maneuvers against a smaller creature (ignore the penalty if fighting a Grondun-sized or larger creature) result in a -1 penalty.
- Failing Sight: Grondun have bad eyesight, and thus receive a -1 penalty to any Focus roll involving vision.
- Forgetfulness: Grondun must make an Intellect roll to avoid forgetting something they have been told. Normally, this should occur at the most inopportune time.
- Odious: Grondun have a very particular smell, and anyone who has smelled it before will be able to immediately identify it.
- Rapid Healing: Grondun lose one rank of damage every half hour, in addition to 1d10 Fortitude damage.
- Resist the Elements: Any cold, heat, electrical, fire, poison, drug, alcohol, or disease damage done to a Grondun is reduced by two ranks. Falling damage, on the other hand, is doubled.
Description []
Wild Grondun appear very similar to their domestic cousins, but are larger and more fierce. They live in small groups, usually consisting of a female alpha and her suitors.
Location[]
Grondun tend to live near water in caves or in "huts" built out of pushed-over trees.